Re: [osg-users] Depth test and RenderBin details

2012-06-11 Thread Bob Slobodan
Hi guys, First of all, thank you for the answers. Unfortunately, I couldn't solve my problem. I already tried the first solution that consisted in giving different render bin to the axis and the sphere, but then I either have the sphere always on top of the axis, or the axis always on top of

[osg-users] R: Depth test and RenderBin details

2012-06-11 Thread Gianluca Natale
What I would do in standard OpenGL is this: 1) Draw your whole model first (with depth test enabled); 2) Clean the depth buffer only (glClear(GL_DEPTH_BUFFER_BIT);); 3) Draw the dragger (with depth test enabled). In this way the dragger would always appear on top of the model, no matter its

Re: [osg-users] Help! Particles in OSG 3.0.1 flip halfway through their lifetime...

2012-06-11 Thread Robert Osfield
Hi Nick, I've just tried your test model and see the problem but as yet don't know the cause. I experimented with changing various parameters and consistently it looked like the textures flipped halfway through their lifetime. I have had a bash at looking at the revision logs for Particle.cpp

Re: [osg-users] R: Depth test and RenderBin details

2012-06-11 Thread Tim Moore
On Mon, Jun 11, 2012 at 12:31 PM, Gianluca Natale nat...@europe.altair.com wrote: What I would do in standard OpenGL is this: 1) Draw your whole model first (with depth test enabled); 2) Clean the depth buffer only (glClear(GL_DEPTH_BUFFER_BIT);); 3) Draw the dragger (with depth test enabled).

Re: [osg-users] Set Viewport background color as transparen​t

2012-06-11 Thread Robert Osfield
Hi Vishwa, On 10 June 2012 14:55, shekhar vishwa vishwa.shek...@gmail.com wrote: I have implemented above code in my program, but it doesnot make the background transparent. I want to see the underlying views being the viewport. We've provide a *lot* of support and guidance to try and help

Re: [osg-users] Display the multi lingual text

2012-06-11 Thread John Vidar Larring
Hi Vishma, First thing to check: Is the c++ file which contains this line of code: osgText::String* string = newosgText::String(గౌతమి, osgText::String::ENCODING_UTF8); ...utf-8 encoded? It has to be since the text is hard-coded in the source. Second thing to check: does the actual font that

[osg-users] Keyboard Event handler Problem

2012-06-11 Thread Koduri Lakshmi
Hi, I want to get events from the keyboard. To do this I created a class by deriving osgGA::GUIEventHandler and implemented hanlder method. But my program is not catching the events. Here is my code Code: class KeyboardEventHandler : public osgGA::GUIEventHandler { bool

[osg-users] How to draw a tube connecting two geometries

2012-06-11 Thread Michael Schanne
Hi, I am creating a scene in which there will be two geometries connected by a tube. The geometries can move around in between frames, so the tube must also move and resize. The way I am trying to do this is to have a geometry for a tube of unit length and diameter. Then, if the position of

Re: [osg-users] Help! Particles in OSG 3.0.1 flip halfway through their lifetime...

2012-06-11 Thread Nick Jones
Robert, Thank you for your quick reply. It may also be worth noting that if the particle system is created at run time, it seems to work correctly. However, when the particle system is saved to a file and then read back in is when the problem begins to show. I am in the process of

Re: [osg-users] Help! Particles in OSG 3.0.1 flip halfway through their lifetime...

2012-06-11 Thread Peter Amstutz
I did encounter this, and I did track it down. The quick fix is that you probably have a line in your particle system .osg file that looks like this: textureTile 1 1 1 To fix the problem, you need to change it to this: textureTile 0 0 0 Slightly longer explanation: OSG is interpreting the

[osg-users] server is down !

2012-06-11 Thread Carlos Sanches
Hi . I m trying to access the OSG website and download by svn the new version but looks like the that the site is down . Do you know how long to back on line ? -- ___ osg-users mailing list osg-users@lists.openscenegraph.org

[osg-users] Reset my account

2012-06-11 Thread Glenn, David E CTR NAVAIR, 535100D
Hay! I tried to change my e-mail address and got locked out! Is there any way to fix that? - Evil Beware! We have Waffles! D Glenn smime.p7s Description: S/MIME cryptographic signature ___ osg-users mailing list

Re: [osg-users] Render to texture, display pre-rendered scene

2012-06-11 Thread Christian Rumpf
This really sounds helpful, Robert, but for some reason this examples you recommended aren't understandable for me. They all tells about reflecting, printing it into a flag and so on. isn't there an example which just renders a single node, a single box or something else into a texture and

Re: [osg-users] server is down !

2012-06-11 Thread Jordi Torres
Hi all, We are experiencing problems with the old server, it seems there is a problem with the university network, nothing related to the trac. Now I can't reach the server using ssh, so till tomorrow I won't be able to take a look. In the meanwhile you can use the github[1] or mercurial[2]

Re: [osg-users] Reset my account

2012-06-11 Thread Robert Osfield
On 11 June 2012 16:30, Glenn, David E CTR NAVAIR, 535100D david.e.glenn@navy.mil wrote: Hay! I tried to change my e-mail address and got locked out! Is there any way to fix that? Could you be a bit more specific about what email address, what you got locked out from, what do you mean you

Re: [osg-users] Render to texture, display pre-rendered scene

2012-06-11 Thread Robert Osfield
Hi Christian, I'm afraid I do have time to walk you through the baby steps of this type of problem. The OSG has lots of examples, there are several books, lots of resources you can call upon to learn about the OSG. Robert. On 11 June 2012 16:26, Christian Rumpf ru...@student.tugraz.at wrote:

Re: [osg-users] How to draw a tube connecting two geometries

2012-06-11 Thread Chris Hanson
I am creating a scene in which there will be two geometries connected by a tube. The geometries can move around in between frames, so the tube must also move and resize. The way I am trying to do this is to have a geometry for a tube of unit length and diameter. Then, if the position of

Re: [osg-users] Render to texture, display pre-rendered scene

2012-06-11 Thread Christian Rumpf
No need anymore, Robert. I finally a homepage which explains everything about render to texture: http://beefdev.blogspot.de/2012/01/render-to-texture-in-openscenegraph.html It really helped me, and I finally could load my shader files with texture as uniform sampler2D. Nevertheless thank you

Re: [osg-users] Monitoring time elapsed

2012-06-11 Thread Maia Randria
Hi, I'd like to know what would be the difference between: viewer.getViewerFrameStamp()-getReferenceTime(); and osg::Timer::instance()-delta_m(startTick,endTick) in the following codes: Code: int main( int argc, char** argv ) { /* Add models to the scene */

[osg-users] Visible vertex count visitor on a subgraph

2012-06-11 Thread Roberto Garrido
Hi there! We want to develop a visitor to count all visible vertices given a subgraph. Our first approach has been the VertexCounter that can be found in osgocclusionquery.cpp. The problem with this approach is that we get all vertices, but not only the visible ones. What we want to achieve

[osg-users] Post-render Camera reusing the Depth Buffer

2012-06-11 Thread Marko Srebre
Hello, I have the following setup. The main camera renders the scene to frame-buffer. Attached in the subgraph below the main camera, there is a post-render camera which does its work after the main has completed and renders to texture. However, in this second camera I want to reuse the depth

Re: [osg-users] Post-render Camera reusing the Depth Buffer

2012-06-11 Thread Sebastian Messerschmidt
Hello Marko, In my deferred rendering setup I had the same problem. Just bind the depth buffer in the second pass as input. Just be sure not to write to the depth buffer (if you don't want to) by disabling depth writes for the pass. I'm bit busy right now, so just ask me again if the problem

Re: [osg-users] Monitoring time elapsed

2012-06-11 Thread Robert Osfield
Hi Maia, The FrameStamo::getReferenceTime() is the reference time for the current frame, it's updated during the viewer.advance() and isn't updated till the next advance(). advance() is called as the first part of the viewer.frame(). Robert. On 11 June 2012 19:12, Maia Randria

Re: [osg-users] Monitoring time elapsed

2012-06-11 Thread Maia Randria
OK, thank you very much. Maia robertosfield wrote: Hi Maia, The FrameStamo::getReferenceTime() is the reference time for the current frame, it's updated during the viewer.advance() and isn't updated till the next advance(). advance() is called as the first part of the viewer.frame().

Re: [osg-users] Post-render Camera Reusing the Depth-buffer

2012-06-11 Thread Marko Srebre
Hello Sebastian, thanks for a quick reply. I wanted to do something like that, but I am missing the depth_tex part. The first camera doesn't render to texture, but to a classical frame buffer/depth_buffer. The second camera is then RTT, but it should be using the depth buffer from the first

Re: [osg-users] Reset my account

2012-06-11 Thread David Glenn
Well, it sent me an e-mail to fix it! Think I'm up and running agein! Sorry for the bother!! D Glenn David Glenn --- D Glenn 3D Computer Graphics amp; Media Systems. www.dglenn.com -- Read this topic online here:

Re: [osg-users] Help! Particles in OSG 3.0.1 flip halfway through their lifetime...

2012-06-11 Thread Nick Jones
Pete, That did it for me! It works once I changed the .osg file from 1 1 1 to 0 0 0. Thank you very much for your help. Thank You, Nick -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=48185#48185